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Pokarnor

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Everything posted by Pokarnor

  1. Wow, didn't know you could lunge that far. Good find.
  2. Zombies would be way too easy. it's not that hard to hit a zombie in the head, so having a one-hit headshot at every round... Yeah, too easy.
  3. Same here, had the achievement in 7 or 8 rounds.
  4. Takeo isn't a boring character anymore. His lines have been as humorous as the other ever since Ascension. For that matter, he has the funniest quote on Ascension: "I will make the last stand of the 300 look like amateur night!"
  5. It is possible to kill him, however he has loads of health. The easiest solution is to pack-a-punch the VR-11 and take the guy to the water. Once he's in the water, shoot him with the PaP'd VR-11 and he'll disappear into the water for a round or two.
  6. Good job! Looks good now that's it more accurate. Of course it still can't account for splash/explosive damage, but other than that it's great. [brains] for you.
  7. The original poster said the chart applies to round 10. The stakeout can get one-hit kills up to round 12, and is reliable to get one-hit kills up to round 10 or 11. Since it can reliably get one-hit kills at the round the chart applies to, we can assume each shot produces a kill (this won't be true if you're outside your effective range, but then the HK21 stats aren't accurate if half your bullets miss, so we're going to assume you're in effective range). Every kill generates at least 50 points (if hit in the legs; kills can generate up to 130 points depending on what killed it and if using a gun depending on where the final bullet hit). When you buy the Stakeout, it comes with 60 bullets. That's 60 kills, with each generating at least 50 points. 60*50 is 3000. The Stakeout costs 1500. So, at round 10, the round the original poster says the chart applies to, buying the stakeout and using all of it's ammo will double your money. This doesn't account for kills that generate even more points (i.e. headshots), which you're likely to get. The chart claims you'll lose money. It IS inaccurate, at least in the case of the Stakeout. I can go further too. Even if at round 10 you were getting 2-shot kills with the stakeout and only hitting one zombies per shot, you'd be averaging 30 points per shot. 30*60 is 1800. That's still more than the Stakeout costs. And I can testify to buying a stakeout and making money off of it in early rounds. So yeah.
  8. The time-travel aspect might have been completely unrelated to Kino's storyline. Think about it: in WaW, all the maps take place in the same era as the game (World War II). Clearly the developers intended the same thing with Black Ops, at least at first: Kino, Five, and Ascension all take place during the 60's. After Ascension they let the zombies storyline go off from the time setting of the main game, but it's clear that at first they intended to keep all the zombie maps in the same time period as the rest of the game as they did in WaW. With time travel not being a part of Kino's storyline, who knows how different the rest of the storyline might be?
  9. There's no way the Stakeout loses that much money. I know for a fact the Stakeout makes money.
  10. Nova gas crawlers have never annoyed me.
  11. I think it's very possible. I remember seeing a poll somewhere with several options where people were voting what they were most excited for, and about 60% voted zombies. Most people prefer IW's multiplayer to 3arc's as well (though I've always disagreed), and a lot of people are only going to get BO2 for the zombies. With that gamemode being such a massive selling point, I think it's very likely a zombies trailer will be released.
  12. First off, while I thoroughly enjoy the Survival mode on MW3, I don't want to see the level system implemented in Zombies. At all. Furthermore, I like the fact that getting the really good weapons requires you to gamble your points. In fact, I wish the mystery box were more of a gamble (as it stands most weapons in it are at least decent, and even some of the one's that aren't have unique uses when PaP'd (crossbow and ballistic knife)). It makes it more interesting.
  13. Personally, I like the fact that Shangri-La is so small and close-quarters. Most zombie maps are really easy (Shi no Numa, Der Reise, Kino Der Toten, Ascension, Call of the Dead, and Moon- most of the maps), so I like the fact that they actually made a difficult map in Shangri-La. Maps like this, as well as Verruckt, Five and Nacht der Untoten are a bit refreshing after playing through the other ridiculously easy maps. Granted, Five isn't that hard and Shangri-La has the 31-79 JGb215, but my point is the same. Treyarch needs to start making more hard maps, because as it stands most of them are easy and therefore lose their fun after a while, and even the harder maps have been broken down by the zombie experts. I think there should always be the possibility to play infinitely in a map (It'd be no fun if there were a certain round where surviving was impossible), but I'd really like to see some more difficult maps. Not that they should all be difficult, though. Even the easiest map, Ascension, is one of the funnest. But Treyarch needs to make a nice mix of challenging and not-so-challenging maps.
  14. It would be nice to have a save system. I know you can just pause, but it'd be better if you didn't have to leave a console on for days on end (they're not made to withstand that like PCs are, so there's a chance of overheating) or to be able to play other games between high round sessions. I think though the save should automatically delete itself after being loaded, because it would be cheap if you died and then just went to your last save.
  15. I'm pretty sure the moonwalking is a glitch. The reason the animation is coded in is because that's what he looks like when a Gersch device is pulling him towards it, but he's not supposed to continue the animation after the Gersch goes away and he's not supposed to be going towards you while doing the animation. As for the Astronaut dancing in the middle of the biodome, I suspect it's also a glitch. I've only ever seen the astronaut getting his funk on in front of PhD Flopper. Dancing isn't a glitch, If the person he was programmed to target first when he spawns is in the air from a launcher, his targeting gets screwed up and instead of simply standing there since he has no target, Treyarch made him dance. Notice how the animation is smooth and polished, as well. Yeah, I guess that makes since, but the reason the animation is smooth and polished is because the astronaut will sometimes dance in front of PhD Flopper.
  16. I'm pretty sure the moonwalking is a glitch. The reason the animation is coded in is because that's what he looks like when a Gersch device is pulling him towards it, but he's not supposed to continue the animation after the Gersch goes away and he's not supposed to be going towards you while doing the animation. As for the Astronaut dancing in the middle of the biodome, I suspect it's also a glitch. I've only ever seen the astronaut getting his funk on in front of PhD Flopper.
  17. Hey, on Ascension Dempsey will sometimes say he keeps forgetting to update his Facebook status while Pack-a-Punching.I think the fact that the numbers are from LOST probably means it was a joke, and not related to any sort of EE.
  18. A friend showed me this trick before. We only did it that one game because it made it boring, I like playing regularly. Anyways, when he showed me this trick/glitch/whatever-you-believe-it-is, we had the door to Double Tap and the door to the Thompson open, so you don't have to keep the Thompson door closed for it to work. I don't believe it works if you open the teleporter door however. Are you sure it couldn't be used to get higher than round 30? it wouldn't work on solo, but it might on co-op. If you just keep repairing the barrier none of the zombies will get through, so if you run out of ammo you could just have all the zombies gather up at the door then have one person keep them trapped there while the other goes and gets ammo/perks/PaPs, etc. Doing it like that you could get to high round without any risk involved as none of the zombies would even come out onto the map. It's take much longer than say, using the traps to get through high rounds (MUCH longer), but it could get you to a very high round if you have the patience and a tolerance for boredom. It wouldn't work in solo, however, as once you run out of ammo and are forced to get some you'd have to let zombies get out of the barrier. Still possible for co-op however, it would just be boring on a mind-numbing scale.
  19. The Thompson only has 220 maximum ammunition, meaning that the MP40 does have more ammunition than the Thompson (though not by much). This changes when PaP'd however. You are correct about the Thompson doing more max damage though. It also reloads and shoots faster, which makes the Thompson a better killing weapon than the MP40, even when both are PaP'd. However, the MP40's slightly higher maximum ammunition makes it a better point-making weapon (only by slightly) if you're just trying to make money to use traps on a high round (meaning the MP40 is superior for high-round strategies, at least in that regard and without weapon location factored in). Still though, the point-making advantage is only slight and out of the 3 maps which have both weapons, the Thompson is in a more convenient location on two of them (Der Reise and Shi No Numa) and in general fits into more strategies on those maps, which means on those two maps the Thompson is both the better kill-weapon choice and the better point-weapon choice, whereas on Verruckt the Thompson is only the better kill-weapon choice. Still though, this mean the Thompson is superior to the MP40 is more ways than the MP40 is superior to it, and it's advantages are greater, making the Thompson the better weapon in general. When both of he weapons are PaP'd, the Thompson is superior in every regard. I'm gonna have to say Thompson.
  20. Definitely my least favorite Zombies song.
  21. 1- George Romero is the way he is because the Zombies team thought it would make the game more interesting. I can't think of a reason why that fits storyline purposes however. 2- The ending cutscene isn't supposed take place after the CotD map chronologically. 3- I have no answer here other than the fact that the cutscene is just made to look cool and so Treyarch probably didn't care about making it realistic. After all, Michael Rooker is shown wielding two double-barrel shotguns and shoots the right one three times without reloading.
  22. 1- George Romero is the way he is because the Zombies team thought it would make the game more interesting. I can't think of a reason why that fits storyline purposes however. 2- The ending cutscene isn't supposed take place after the CotD map chronologically. 3- I have no answer here other than the fact that the cutscene is just made to look cool and so Treyarch probably didn't care about making it realistic. After all, Michael Rooker is shown wielding two double-barrel shotguns and shoots the right one three times without reloading.
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